Simon Morris, Guest Blogger from Strawdog Studios
Welcome to the world of Android NDK. Please leave your debuggers at the door.
Veteran programmers of a certain age will happily recount old-school war stories where they’ve had marathon sleepless debugging sessions where bugs were discovered in DVD-only release builds at the 11th hour before shipping and that they managed to debug the problem and save the day using just printf and changing screen border colours when certain systems...

Direct3D 11 (and the hardware that supports it) includes a lot of new functionality for programmers, but one of the most interesting and powerful additions is Tessellation. This feature has been used in numerous high profile titles and is a great way to upgrade your visuals without an unreasonable amount of extra content effort.
Arguably the easiest way to leverage GPU-based tessellation is computing dynamic LODs for your geometry on the fly. For the most part this is pretty...

These older DX11 samples are still available for download here although we suggest you check out the new NVIDIA GameWorks Samples instead
Tessellation
The first major DirectX 11 feature that the SDK covers is hardware-accellerated tessellation. For those not familiar, DirectX 11 adds several stages to the geometry pipeline, which allow new classes of shaders to determine if and how each polygon produced by the Vertex Shader should be subdivided; the GPU generates the desired mesh...

by Simon Green, Richard Tonge, Miguel Sainz, Dane Johnston, and David Schoemehl
Note: This is a technical article that complements our consumer-oriented article on GeForce.com, "Alice: Madness Returns PhysX Comparison."
A PDF version of the article can be found here.